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The Rogue Prince of Persia News

The Rogue Prince of Persia from Dead Cells dev doubles in size with big update

While it's only in early access, The Rogue Prince of Persia is already proving that it's worthy of joining the ranks of the best roguelikes, along with Rogue Legacy 2, Spelunky 2, Downwell, and of course its developer's previous title, Dead Cells. It hasn't stood still for a moment since it launched back in May of 2024, with a slew of updates that haven't left a single part of the title untouched. The next update, The Second Act, has just been shown off and it's the biggest yet, marking a huge milestone for the title.


Read the rest of the story...


RELATED LINKS:

The Rogue Prince of Persia release date estimate and the latest news

Excellent new roguelike from Dead Cells dev gets huge weapons update

New The Rogue Prince of Persia patch makes whole game much tougher

BIG changes coming to The Rogue Prince of Persia with THE SECOND ACT!

Hello everyone,

Just dropping by to show you a little teaser trailer for next week's major update - The Second Act! We think you're going to like it...

[previewyoutube][/previewyoutube]

The team's been working insanely hard these past few months to get the game ready for this huge content injection, which will give you:
  • Big art upgrade
  • More biomes
  • More bosses
  • New story act + tons of narrative polish for Act 1
  • New enemies
  • Many Quality of Life additions like multiple save slots & more
  • German, Japanese, Korean, Polish, Portuguese, Russian and Spanish localisation

This update will mark a point where we've effectively doubled the game's content from launch. All the roguelite markers are present - gameplay loop, metaprogression, builds, difficulty modifiers and more - and we're not finishing here with development continuing into 2025!


Art Direction change


The most obvious change of this update is the art direction where we've changed the colour palettes. had much more detail added and just generally "improved". You'll also notice that the Prince is no longer purple - this change was made as the purple tone just didn't fit with the new direction.


We'll go into more detail about why we made these changes next week, but we find that the art direction is now a much better fit with the game's genre, setting/story and the Prince of Persia series as a whole.


Release date & Sale

So yup, this will be a great time to jump back in, or to start playing, so come back on the 21st November to see what we've been up to!

The game will also be on sale to celebrate the update, so if you know someone who may be interested, give them a heads up for us 😉


Let us know what you think in the comments and hopefully we'll see you next week!

Cheers,
Matt and the EE team

The Rogue Prince of Persia now Steam Deck Verified with a big update

Coming in a day late for my recent Steam Deck Verified round-up, The Rogue Prince of Persia from developer Evil Empire and publisher Ubisoft is now Steam Deck Verified with a big update out.

Read the full article here: https://www.gamingonlinux.com/2024/10/the-rogue-prince-of-persia-now-steam-deck-verified-with-a-big-update

Brand New Medallion System with 50 New Medallions is here!

Hello everyone!

It’s XYZ and Berenger again, because your and our beloved Matt had to be out of the office for the release of this update. But don’t worry, we’re saving his writing skills for the Mother of All Update in November. And for this month, the update of [h2]the New Medallion System – Risks and Rewards[/h2] - has arrived as promised! Ok, maybe a little later than promised ^^’

But hey, before we get into the main course, let’s enjoy the starter first:
[h2]New Gameplay: Rescue[/h2]

You now have the possibility to bump into a little girl who is being hunted by the Huns’ corruption. The Prince never leaves one of his people in danger, so you will have to use your epic platforming and parkour skills to rescue her, just like in the reveal trailer! In return, generous rewards are waiting for you, hence the title of the update.


Since the motto for this update was to bring more “Variety”, you can consider this as a kind of side quest which aims to bring a new dynamic to the gameplay, and, for those who keep asking for more challenging rooms in the level, this will definitely satisfy your desires!

Note: rescue missions will appear in a random biome and shall only appear once per run. If you want to skip this mission, you can just stand there for a few seconds until the corruption runs off the screen.

Follow the black mist of the corruption to destroy its origin and rescue the victims

Hope you enjoy the starter and let’s see if the main course will surprise you more:
[h2]Here comes a shiny new Medallion System![/h2]

The medallion system before:

Medallions should allow you to create your ‘build’ – a key part of pretty much every roguelite. The first version of this system was too complicated/obscure, so people were spending ages on the medallion selection menu (ergo not spending time enjoying the gameplay), didn’t see where to create synergies, and many medallions were too niche, so their triggers/synergies were rarely seen even if you knew what you’re doing.

This had two effects – people didn’t realize that there’s this whole other layer to the game so they thought the game is too simple, which is rarely a good thing, and they also didn’t know how to reach higher levels of damage that you can get from good builds and so they got stuck at lower difficulties.

The medallion system now:

We reworked the whole medallion system to solve all the problems we noticed above. It should be more intuitive, you should have more freedom when you create a build, and so there’s more fun and replayability in the game. If you play a few runs and find that it doesn’t achieve these things, then please do leave us your feedback as we want it to be perfect!

[h3]System Main Changes: [/h3]
The boosting effect based on adjacent medallion placement is removed, no more strict limitations.

Gathering & Equipment
  • You can now potentially equip 12 medallions (YES, 12) in a run, but with only 3 medallion slots unlocked at the beginning with the other 9 able to be unlocked during the run.
  • You will randomly gain medallions by killing enemies, while chests and altars still serve as the main source to obtain more.
  • The medallions you earned by killing will be automatically stored in your bag (congrats, you have a new bag as an update gift!). You can open the bag to see what medallions you’ve got and which ones you want to equip.


Upgrading Inventory & Medallions
  • This upgrading system is all about trade-off – sacrificing 1 medallion to unlock 1 new medallion slot or to upgrade 1 medallion you’ve already got.
  • Astara will work full time on upgrading medallions, which means no more weapon upgrade at their shop.
  • Moksha Altar is reworked to give you new medallion slots (upgrade your inventory).


With this new system, we are also bringing you:
[h2]50 brand-new Medallions [/h2]
Meanwhile, all the legacy medallions have been removed, so let’s mourn them for 5 seconds...
5
4
3
2
1
You’ll see now there are way more badass builds, with many satisfying synergies between weapons and medallions. We hope that after finishing a run, you’ll start another run to chase that sweet OP build and feel the POWER.

I will just put some screenshots here to show how fun it can be with the synergy effect without spoiling the build’s formula - we prefer to let you explore and try different stuff yourself!


However, the system is not flawless for the moment. The effect of each medallion and the build you can create will certainly be a bit too OP sometimes. Our dev team is doing more balancing work which will be implemented soon. So enjoy the feeling of being an absolute god while you still can


Aside from the gameplay, we’ve also started to get stuck into the narration.

Upon release, we received quite a lot of ‘mid’ reviews regarding the narration and dialogue. Part of the reason is that we only released the beginning of the story at first, but we can admit that a lot of elements that would flesh out the storytelling were just missing.

Our talented designers are still working on the polish of the existing narration, as well as the second Act of the story, which is coming in November, but we still prepared something in this update for you to get familiar with this world in advance.

So here we are, the dessert of this update:
[h2]Book of Heads [/h2]

This is a book compiling all the stories & knowledge of the mobs and the bosses in this world, from which you will get to know the origin of corruption, the complex relationships between bosses & more


We don’t want to spoil it too much more, but if you are curious about the events of the invasion and what might happen in the future, just swing by Hun’s Camp, where a new NPC ‘Nyamtur’ will be waiting for you - he’ll tell you how to get this book.


This book will not give you such knowledge for free however, and you will have to complete numerous challenges to unlock what you seek.

Above are all the major changes, here are also some small tweaks:
  • Inventory rework to reflect the changes to medallions.
  • Medallions are now unlocked in packs instead of individually.
  • Moksha Altar is now a default ability, and the perk was removed from the skill tree.
  • Weapons can be upgraded at Blood Altars, at the cost of max HP.
  • Removed weapons from chests, they will only reward medallions now.
  • Improved boss rewards. There's now a special altar available after defeating a boss, with extra rewards.
  • Shop price is increased.
  • Audio polish (a lot, a lot, a lot...)


[h3]As usual, there are a lot of bugs fixed alongside: [/h3]

Patch Note for Weapons Within Hotfix

Hi everyone,

Thank you for your patience, the hotfix is finally here!

Menu/UI
  • Fixed an issue that caused potions counter, buffs counter and energy values to stop displaying
  • Fixed an issue with the skill tree menu that caused glimmers to still be spent when pressing the jump key with the menu closed
  • Fixed an issue with the skill tree menu sometimes not highlighting properly the perks purchased
  • Fixed an issue with the Awakening menu not displaying properly


Weapons/Medallions
  • Fixed Royal Sword only hitting one enemy at a time
  • Fixed Slayer dealing critical hits on protective auras
  • Fixed an issue that caused the attack input to become unresponsive after breaking a weapon
  • Fixed a soft lock when using weapons' special attack on a water slide
  • Fixed Pyromaniac medallion not applying fire


Gameplay
  • Fixed an issue with fall damage being lower than intended
  • Fixed a soft lock that could happen in Baatar's final room
  • Fixed an issue that caused some perks to duplicate upon resuming a save


Audio
  • Fixed an issue with teleporters' SFX volume
  • Polished a bunch of SFX and audio cues


Text
  • Polished Chinese Localization


Cheers,
XYZ & EE
(yes, Matt is still on his vacation!)